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crystall-punk-14/Content.Server/AI/Operators/Nutrition/UseFoodInInventoryOperator.cs

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using Content.Server.Hands.Components;
using Content.Server.Nutrition.Components;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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using Content.Shared.Item;
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using Content.Shared.Nutrition.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Random;
namespace Content.Server.AI.Operators.Nutrition
{
public sealed class UseFoodInInventoryOperator : AiOperator
{
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private readonly EntityUid _owner;
private readonly EntityUid _target;
private float _interactionCooldown;
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public UseFoodInInventoryOperator(EntityUid owner, EntityUid target)
{
_owner = owner;
_target = target;
}
public override Outcome Execute(float frameTime)
{
if (_interactionCooldown >= 0)
{
_interactionCooldown -= frameTime;
return Outcome.Continuing;
}
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var entities = IoCManager.Resolve<IEntityManager>();
// TODO: Also have this check storage a la backpack etc.
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if (entities.Deleted(_target) ||
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!entities.TryGetComponent(_owner, out HandsComponent? handsComponent) ||
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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!entities.TryGetComponent(_target, out SharedItemComponent? itemComponent))
{
return Outcome.Failed;
}
FoodComponent? foodComponent = null;
foreach (var slot in handsComponent.ActivePriorityEnumerable())
{
if (handsComponent.GetItem(slot) != itemComponent) continue;
handsComponent.ActiveHand = slot;
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if (!entities.TryGetComponent(_target, out foodComponent))
{
return Outcome.Failed;
}
// This should also implicitly open it.
handsComponent.ActivateItem();
_interactionCooldown = IoCManager.Resolve<IRobustRandom>().NextFloat() + 0.5f;
}
if (foodComponent == null)
{
return Outcome.Failed;
}
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if ((!entities.EntityExists(_target) ? EntityLifeStage.Deleted : entities.GetComponent<MetaDataComponent>(_target).EntityLifeStage) >= EntityLifeStage.Deleted ||
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foodComponent.UsesRemaining == 0 ||
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entities.TryGetComponent(_owner, out HungerComponent? hungerComponent) &&
hungerComponent.CurrentHunger >= hungerComponent.HungerThresholds[HungerThreshold.Okay])
{
return Outcome.Success;
}
return Outcome.Continuing;
}
}
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}